V 3.0: Lens flares & dirt, visor reflections / water droplets, god rays, depth of field, night & thermal vision scopes, dynamic wet surfaces with reflections, rainbows, volumetric light & fog, colored speculars and many other effects.
I just had the funny idea of trying to apply the sun shafts effect to specific artificial light sources in indoor/underground levels as well.
The concept how to do this is in my mind, however I cannot say yet whether it is really doable the way I think.
So for the moment it's basically just concept stage.
I can imagine it looking very effective in certain underground levels, the brain scorcher labs with it's "foggy" atmosphere comes to mind, certainly would add a wow factor to the old creaking rotating lights as well.
Good luck.
This is comparable to seeing an extremely attractive women! This is just so epic... $100'000'000 says you should port these to clearsky!!!!!
I don't think I'll like this feature, but who knows.
I'd rather (if I knew how) implant flares through textures and stuff like on-screen bokeh effects (seen in games like FC3 / BF3 / BF4 etc.) These:
Sliceofthe.net
Abload.de
Gamedynamo.com
Obviously not as intense, but more of a subtle effect. I'd say 25% of the above. If these could be bound to the shader "sun" I'd be able to also create particles based on this, giving the particles flares, so It'd be like they were really emitting light etc.
This has me wondering ... are / were / have you ever been able to create a shader that makes things "emit" light? 'Selflight' doesn't work as I wanted it to work. And another question, what about things that react TO light? Creating particles like dust in the air, that would react to light (as in light up) ... that would be amazing. I'd be creating a special PPx pack for each and every stalker then with this technique in it! I'd prolly edit all the underground levels and normal levels as well.
Just some ideas and questions! Cheers man :)
P.s I know you're working on this all by yourself, unlike the shader teams in LA and OGSE. Don't think I WANT this in the mod for it to be enjoyable to me, it already is!
Thanks for your thoughts / ideas.
First of all, IFF I'd succeed in doing this for sun shafts, doing the same with flares, beams, or any other lens effect would purely be a question of modding time consumption and computation expense, not feasibility - in other words, once it's done for sun shafts, it's technically *possible* to do the same for other lens effects.
As for computation expense: I recently ported some guy's DOF bokeh shader from Crysis to SoC. The effect basically works, but it makes SoC absolutely unplayable because of the CPU/GPU power it requires. That's mainly because of the missing support of modern GPU hardware features in SoC / DX9 I assume.
Second, I mainly do post-processing shaders - basically applying some sort of "filter" to the final rendered image, much the way you probably know it from photoshop filters. That way generating anything "emitting" light is impossible. However I wouldn't know whether it might be possible to simulate light emission shader-wise in some way.
I'll keep your ideas in my mind nonetheless :)
Meltac, how to get position of light on screen?
Well, that's the main question here ;-) I'm working on some sort of hack allowing me this, not sure how well it'll work though.
Heh a little late to the party here :p Anyway, simulating light emission via a texture or something like that probably isn't possible with SoC. As far as I know the shaders don't support a texture lookup table so the only other ways to do it are as a post processing effect or ripping the levels apart and manually associating a texture with a light source which just isn't practical especially this late in the life cycle of X-Ray.